44 lines
909 B
GLSL
44 lines
909 B
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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#extension GL_EXT_nonuniform_qualifier : require
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struct MatPropData
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{
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vec4 color;
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int textureIndex;
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float alpha;
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vec3 beta;
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};
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layout(location = 0) in struct
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{
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vec4 vertColor;
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vec2 uv;
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} In;
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// material stuff
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layout(location = 2) flat in struct
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{
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int materialIndex;
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} In2;
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//layout (set = 0, binding = )
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layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
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layout (set = 3, binding = 0) buffer MaterialProperties // For materials
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{
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MatPropData data[];
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} MatProp;
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layout(location = 0) out vec4 outColor;
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void main()
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{
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outColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv) +
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MatProp.data[In2.materialIndex].color / MatProp.data[In2.materialIndex].alpha;
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//outColor = vec4 (1.0f);
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} |